Core/Globals: some changes in quest loading
Port From (https://github.com/TrinityCore/TrinityCore/commit/feb8205d6a78549b60ac8c0c2e394fdcb8e33cc8)
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@@ -1322,8 +1322,8 @@ namespace Game.Entities
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// each-from-all exclusive group (< 0)
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// can be start if only all quests in prev quest exclusive group completed and rewarded
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var range = Global.ObjectMgr._exclusiveQuestGroups.LookupByKey(qPrevInfo.ExclusiveGroup);
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foreach (var exclude_Id in range)
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var bounds = Global.ObjectMgr.GetExclusiveQuestGroupBounds(qPrevInfo.ExclusiveGroup);
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foreach (var exclude_Id in bounds)
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{
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// skip checked quest id, only state of other quests in group is interesting
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if (exclude_Id == prevId)
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@@ -1352,7 +1352,7 @@ namespace Game.Entities
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// each-from-all exclusive group (< 0)
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// can be start if only all quests in prev quest exclusive group active
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var range = Global.ObjectMgr._exclusiveQuestGroups.LookupByKey(qPrevInfo.ExclusiveGroup);
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var range = Global.ObjectMgr.GetExclusiveQuestGroupBounds(qPrevInfo.ExclusiveGroup);
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foreach (var exclude_Id in range)
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{
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// skip checked quest id, only state of other quests in group is interesting
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@@ -1528,7 +1528,7 @@ namespace Game.Entities
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if (qInfo.ExclusiveGroup <= 0)
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return true;
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var range = Global.ObjectMgr._exclusiveQuestGroups.LookupByKey(qInfo.ExclusiveGroup);
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var range = Global.ObjectMgr.GetExclusiveQuestGroupBounds(qInfo.ExclusiveGroup);
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// always must be found if qInfo.ExclusiveGroup != 0
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foreach (var exclude_Id in range)
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